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H. G. Muller wrote on Mon, Dec 28, 2020 10:25 AM UTC:

@Fergus:

What is the recommended way to handle resign (or drawn) in presets that have the checkbox ticked to not include moves in the code? The GAME-code manual says that resign should not be used in code, but when I don't do anything about it, attempts of a user to resign will just draw an 'invalid move syntax' error message. I can of course test for the input command to be 'resign' at the start of the ParseMove subroutine (and for efficiency reasons only do that test on the final move of the sequence, or even defer it to the point where it is rejected as a valid move). But what should I do then? Prefix thismove with MOVE: and offer it for execution? Put resign in the code after all? And what happens to the control flow after that? Will it terminate execution of the remainder of the Post-Move code, or should I explicitly abort execution after it?

As this seems a general problem with not including moves in the code, and resigning games seems a universal feature that should never be tampered with, I wonder if it wouldn't be a better solution to exempt resign from not being included in the code, and have Game Courier always recognize and execute it, irrespective of the checkbox setting.


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